As a response to issue [#28483] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
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@@ -229,6 +229,8 @@ struct CcdConstructionInfo
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:m_localInertiaTensor(1.f, 1.f, 1.f),
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m_gravity(0,0,0),
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m_scaling(1.f,1.f,1.f),
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m_linearFactor(0.f, 0.f, 0.f),
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m_angularFactor(0.f, 0.f, 0.f),
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m_mass(0.f),
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m_clamp_vel_min(-1.f),
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m_clamp_vel_max(-1.f),
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@@ -292,6 +294,8 @@ struct CcdConstructionInfo
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btVector3 m_localInertiaTensor;
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btVector3 m_gravity;
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btVector3 m_scaling;
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btVector3 m_linearFactor;
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btVector3 m_angularFactor;
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btScalar m_mass;
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btScalar m_clamp_vel_min;
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btScalar m_clamp_vel_max;
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